Ops.Gl.ArrayToTexture_v2 uses upper-left origin and Ops.Gl.TextureToArray_v3 uses lower-left origin, whereas I would expect them to be the same.
See https://cables.gl/edit/jnxtXI showing: an array -> ArrayToTexture (rendering tex1) -> TextureToArray -> ArrayToTexture (rendering tex2), and result that tex1 !== tex2.
The dev version of ArrayToTexture does provide a Flip option, however it reverses the pixel order, achieving a rotation, not flipping the origin Y, as I expected/hoped. TextureToArray (Ops.Gl.TextureToArray_v3 or latest dev Ops.Gl.TextureToArray_v4) does not provide any origin/ordering options.
Unsure of the most correct behaviour (ordering options on both?) except that these ops don't seem to be usable together where arrays become textures and vice-versa.
Ops.Gl.ArrayToTexture_v2uses upper-left origin andOps.Gl.TextureToArray_v3uses lower-left origin, whereas I would expect them to be the same.See https://cables.gl/edit/jnxtXI showing: an array ->
ArrayToTexture(rendering tex1) ->TextureToArray->ArrayToTexture(rendering tex2), and result that tex1 !== tex2.The dev version of
ArrayToTexturedoes provide a Flip option, however it reverses the pixel order, achieving a rotation, not flipping the origin Y, as I expected/hoped.TextureToArray(Ops.Gl.TextureToArray_v3or latest devOps.Gl.TextureToArray_v4) does not provide any origin/ordering options.Unsure of the most correct behaviour (ordering options on both?) except that these ops don't seem to be usable together where arrays become textures and vice-versa.